It is difficult to explain the issues of Sins have without going into too much "technical detail" which some may not understand. The main problem is that Sins is an older generation 32 bit game. With a two gigabyte memory limit. This is nothing new. All 32 bit games have a 2 gig memory limit. However Sins is NOT like other 32 bit games. Most games have an ability to load their assets "on the fly", or only as needed. Some games can also unload assets that are not needed. This is how they prevent themselves from reaching the 2 gig limit. Some games have been patched to where they can use up to 4 gigs of ram on 64 bit systems.
Sins also can load only what is needed at game start up, but Sins does NOT unload what it does not use. Any assets that are loaded remain loaded throughout the entire game! If you use all three factions (Six in the case of Rebellion), Then Sins will load ALL of its game assets at start up. Entrenchment, and Diplomacy in some games loaded between 1.7 to 1.9 gigs worth of assets at game start up! Graphic settings, The size of the Map, and the amount of Players, or AI opponents also determine how much ram Sins will use in any given session.In 2006 when Sins was first conceived 32 bit Windows XP was the standard OS of the time. Single core CPU's were also still the standard. Though dual core CPU's were starting to become mainstream, and 2 gigs was considered to be "plenty" of memory. So most game developers at the time didn't have to worry about hitting that dreaded 2 gig brick wall. As time went on Computers, and Sins itself evolved into their present state which is now Rebellion, and soon to be Windows 10 running in multiple core 64 bit systems. With 16+ gigs of ram. Things have changed so much over the years. However Sins still remained the 32 bit game as it was designed in 2006. That uses only a single core of your CPU. With a two gigabyte hard coded memory limit. Sins WILL CRASH when the game reaches that 2 gig limit.There is some misunderstanding about the 2 gig crash issue. The dump happens when Sins reaches 2 gigs of Ram Usage. That means the ram that Sins uses by itself. NOT what your entire operating system, and/or other programs you are running combined uses. Only the ram that Sins uses. No matter how powerful your system is. If it is 32, or 64 bit, or if it is Windows XP, Vista, 7, 8, etc. etc. Sins WILL CRASH when it hits its 2 gig ram limit. It is hard coded into the game.Nobody was aware that this would be a major problem back when the game was first designed, because Sins was designed based on the hardware standards of 2006-2007. Before 64 bit OS's, Quad Core cpu's, and 4+ gig ram systems became the standard that they are now. There is nothing that can be done about it. Except to re-write Sins in 64 bit. Which is out of the question, because it is too cost prohibitive for the developers to do this (Ironclad said so themselves). Sins is a great game, and it is a shame that this is happening. With the Entrenchment, and Diplomacy expansions Ironclad had unintentionally pushed the game over its own hard coded limitations with all of the new added content.
Over the years as of the release of Diplomacy 1.3, and Rebellion. Stardock, and Ironclad did indeed fix all of the major game crashing issues of Sins. Using the fix's from This Project as a guide. However, NONE of these fix's ever made it into Entrenchment, or Original Sins! While the Stardock, and Ironclad developers have fixed most of these issues over years. They can not do anything to change the game itself short of reprogramming Sins over from scratch. The developers can do no more, but there is something that WE can do as modders to prevent Sins from hitting that dreaded 2 gig brick wall, and improve the performance of Sins "just a little bit more". I have taken the initiative, and applied to Sins what i have learned from my Homeworld Modding days. I present to you....
The goal of this project is to improve your Vanilla Sins gaming experience, and to eliminate the 2 gig crash issue. No changes will be made to Original Sins, or any of its Expansions in game play at all. No stat changes will be made. Nothing "new" will be added. There are other mods that can do that. Original Sins will remain Original Sins, and the Expansions will remain as they are. What we are doing is taking what game assets that Sins already has, and we are "optimizing" them to improve the performance, stability, and to moderate the ram usage in game. The side benefit will be that some lower end systems can enjoy almost the same gaming experience as the high end users do (Especially Laptop Users).The project initially started out as an idea to reduce the texture sizes, and poly counts of some models. Not just arbitrary reductions. The goal was to maintain the quality of Sins in game. To make it look as if nothing has been changed at all. We started with optimizations to the Planet's, and Skybox's, because they were the "worst offenders" as far as ram usage, and performance was concerned. Unfortunately my modeling skills left much to be desired in Softimage XSI at the time, and there were un-fixable mesh errors on the optimized planet meshes. Despite that the "proof of concept" was established. A lot of ram was saved, and there was a very noticeable increase in performance.Then we studied the Particle files, and Textures. Many of the particle textures in our opinion were way too high in resolution for the purpose that they served. A reduction in texture resolution by HALF showed no visible difference in game at all! There were some exceptions where the particle resolution reduction difference was very noticeable in game, and those textures were reverted back to their original resolutions. Remember the goal was NOT to reduce in game quality. Also all of the particle textures were changed from TGA format to DDS format, because DDS uses a little less memory, and is much more efficient, because DDS format loads directly into video memory. The particles can also utilize the mip mapping features of DDS format. Where TGA format does not. Therefore enhancing in game video performance (increased FPS). As of version 0.07 no TGA format textures load in TSOP. With the exceptions of the Mouse Cursors, and Scenario Pictures. This is due to those textures being controlled by the hard coded exe. When you change the texture format those textures do not show up in game.The developers mentioned something about a Memory Leak. I heard that a memory leak can be caused by a file searching for something over, and over again if it is not there. Example a mesh file calling for a texture that does not exist. Vanilla Sins had MANY particle, and mesh files that had that issue. We removed all of the entries that pointed to non existent textures in the mesh, and particle files. We also removed the entries that have lines like for example "C;\g\main\datasource\textures\effects\aura4.dds", and just used "aura4.dds". This will default the search to Sins, or the Mods "Textures" folder, and speed things up a bit. Also various typo's were corrected in some mesh, and particle files. Some ships had mesh nulls that were Miss-Labeled. For example the Akkan had nulls, and flairs that were miss-labeled. The engine trails, and flairs didnt show up in game. the Marza was missing its bomb nulls. etc. etc. All of this has been corrected as well. If there is a ships mesh file in the mods "Mesh" folder then it had something wrong with it that was fixed. The Soundata, and Galaxydef files had errors too. Regardless if any of these issues caused any memory leaks, or not these issues MUST be fixed! (and they were as of Diplomacy 1.3, but NOT for Original Sins, or Entrenchment).After the Meshes, Particles, Textures, and the User Interface were optimized, and the very obvious issues were fixed there was a tremendous boost in game performance. Sins ram usage was greatly reduced. As of TSOP 0.07 I could run a game of Entrenchment, or Diplomacy ALL DAY, and I NEVER used more than 1.5 gigs of ram! This was using Maximum Settings. Including Bloom enabled. Tested on Huge Random Multi Star maps with 9 AI's. The 2 gig crash problem has been solved! Our primary goal with this project has been achieved! Without having to use any external memory increasing programs! Stardock, and Ironclad took notice, and they used TSOP as a guide in the Diplomacy 1.3 patch, and for developing Rebellion.Now that the Stardock, and Ironclad have fixed the issues of the game as of Diplomacy 1.3, and Rebellion. TSOP has been focusing more on Original Sins, and Entrenchment. Since the Ironclad/Stardock fixes never made it into Original Sins, or Entrenchment. However, That is not stopping us from optimizing Diplomacy, or Rebellion "just a little bit more" You can also use Large Address Aware to give Sins an extra gig to play with, but in vanilla Original Sins, and Entrenchment the Endless Search Loop issues that were never fixed will cause the game to eventually go over that extra gig (Run vanilla Entrenchment, and watch your ram usage keep going up, and up, and up). TSOP is a solution that will stop that issue.
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Downloads
The Sins Optimization Project v1.0
For Original Sins 1.195
For Entrenchment 1.055
For Diplomacy 1.37
Stardock, and Ironclad fixed all of the issues that compelled us to make TSOP. Therefore there is no TSOP for Diplomacy
For Rebellion 1.82
As with Diplomacy, Stardock, and Ironclad fixed all of the issues that TSOP pointed out, and then some in the case of Rebellion. Sins: Rebellion is as optimized as any Sins game is going to get.
NOTE: TSOP 0.07 is still hosted on ModDB, and it still works in the current versions of Trinity (OS, E, and D), but you will be playing as if Sins was patched to an older version of the game. Plus some Icons and Buttons wont be visible.
Changes in TSOP 1.0
TSOP 1.0 updated to the latest versions of Original Sins, and Entrenchment.
The User Interface is completely overhauled to use pure DDS format.
Trade Ships, Strike Craft, Mines, and Constructor Unit Meshes, and Textures are Optimized.
Starbase Textures are optimized mimicking the Stardock Rebellion Optimizations.
Sounds, and Music are optimized.
All TGA format Textures are replaced with DDS format, and TSOP "force" loads them. The only TGA textures that remain are the Mouse Cursers, and Scenario Pictures. This is due to hard code in the EXE.
"Strategic Texture Reductions" for the Particles return using newer methods to create a better looking texture.
(Original Sins, and Entrenchment) Many Mesh Null issues, and various File Errors were corrected, and Unnecessary Text Entry's were removed in both the Mesh, and Particle files. Entry's pointing to Non Existent Textures in both the mesh, and particle files removed. See the various "Fixed Files" texts in the mods Read Me for details.
(Original Sins, and Entrenchment) The Diplomacy 1.3 graphic fix's have been incorporated into the Original Sins, and Entrenchment versions of TSOP (Pipeline Effects, "White Line" error fix, and Corrected Mesh files).
TSOP 1.0 for Trinity will see the return of Optimized Planets using the planet meshes from Rebellion! but with our Optimized Original Sins Textures!
There will be no version of TSOP made for Diplomacy, or Rebellion, because there is no need for it. Only Original Sins, and Entrenchment need TSOP, because the 2 gig issue, and various other issues were never fixed in those two versions of the game.
This is the FINAL version of TSOP that i will make. If the community wants to take over the project they are more than welcome to.
Community input, and contributions are more than welcome, and they are encouraged! This is a Community Project! All can pitch in!
Note: TSOP does not fix the known issue of "Late Game Lag". It does help prolong the lag until further into the game in some cases, but sooner, or later the lag will happen. The late game lag issue is a CPU issue due to the fact that Sins (including Rebellion) is optimized to use only single core processors. Therefore Sins will use only one core in multi core CPU's. To help with the late game lag issue we recommend the following:
Playing on smaller maps.
Using fewer AI opponents.
Disabling the Trade Ship icons (this actually helps out a lot)
Stacking the icons in the empire tree (same as with disabling trade ship icons the less icons rendered the better).
Using a Strike Craft Reduction mod (The many strike craft in the game are a big CPU hog. There are some good strike craft mods that reduce the number, but maintain the balance. Search for them).
You do not need to download all versions of TSOP. You only need to download the version of TSOP for the specific version of Sins you wish to play. The Retail version of Trinity is just all three versions of Sins bundled into one package. Installation for Trinity versions of Sins are no different than if you purchased each version of Sins separately.
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Other mods are more than welcome to use TSOP. No questions asked! In fact we encourage it! Learn from it! Use it as guide, and an example! Merge it into your projects!
TSOP is intended to be a Stand Alone mod. Run with no other mods enabled. There are issues enabling TSOP with other mods. Enabling with other "Graphic Enhancement" mods is NOT recommended, because the graphic enhancement mod will defeat the entire purpose of TSOP. All of our optimized files will be overridden by that enhancement mods "enhanced" files. Increasing your ram usage instead of decreasing it. Some enhancement mods like Distant Stars are incorporating elements of TSOP into their future updates.
Read the included READ ME text's for installation instructions.
Well, it is not really related to the topic but in my case, Vista and Windows 7 are a downgrade from Xp x64... in all 3, license say that it can be used on a 2 processor computer... but for Vista and Win7, my second processor is disabled... more bad, large address block is disabled too... reply from Microsoft was simple, license term are identical for all release but don't reflect capabilties of the software... they advice to upgrade to ultimate for a dual processor support...
Yes, at the visual level, Vista and Win7 are a upgrade but at the OS level, they are downgrade where several thing was removed/deactivated, asking to pay various license for have it... i keep use my old XP pro x64, able to use my two quad core Xeon, able to use my SAS drive system, etc...
ConvertXSI has not been updated in a long time (2008 i believe was the last update). In fact it is still the same ConvertXSI that was released when IC swapped the Specular, and Team color channels on the model shaders. The issue i believe is that ConvertXSI is not completely compatible with newer versions of Softimage.
Well, not really the fault of Stardock/Ironclad... have similar problem with old lwo file who cannot be open in actual version of Lightwave... .obj is a universal format, definition of the structure remain identical trough time... but propriatery format are hell... convention change from one version to the other... making old file incompatible with newer one...
I'm running 64 Bit Win7 as well, using XSI 7.5. After learning about Meshlab and checking all my model with it before importing them into XSI I've had zero problems with ConvertXSI. Perhaps you might try that route.
Well, meshlab is a great and free repair tool... a lot of thing can be made with it like fill hole, recalculate normal, correct non manifold surface, reorient face, etc... but the planet model that i have post here is without error ( have already make a meshlab pass on it )... so, if he cannot transform it to a .mesh, the problem is alsewhere... in his XSI 7.5, in the convert XSI or his method for make the work...
Since you have win7 and XSI 7.5... can you try to convert the planet.obj to planet.mesh ( i know that you have not a lot of time but i wish have it in .mesh txt format for make some other ingame test )... if you can make it, it mean that the problem is not the OS, not XSI, not the convertXSI but in the way that MajorStress proceed... Will be great to find what is the problem and try resolve it... not only for MajorStress benefice but for all people who have similar problems...
I will look into it when time permits. As for Win7 / Vista downgrade - have you got the Home Edition?? You should never use those. I got the Professional Edition, and no problem using my 6 cores / 12 threads whatsoever. LAB / LAE is available too.
Well, if i remove one of the processor, all work perfectly... you can have one processor with so much core that you wish but two processor don't work... unless you have the Business, Enterprise or Ultimate version... the problem is that in the license of the starter, Home basic and Home premium, it is wrote that the license is valid for 2 processors... but it is not true... i don't accept that Microsoft lie in their license term, pushing later people to buy more expensive version for having their material working like it was wrote in the licence of lower version...
The penalty for starting Windows with one or more unlicensed processor is that the kernel disables not only the unlicensed processor but CPU feature as Page Size Extensions (PSE) ( large pages )...
And there is several other problems, mainly related to hardware virtual machine... mainly everything made before the OS start... let say that with a hardware virtual machine system, you create two machine with 3 cores... result will be one of the virtual machine dissabled... can play so much you will with numproc or bootproc, it change nothing...
well, no a lot of people have 2 processor... so these Microsoft lie will not hit a lot of people...
About the .mesh file, take your time... myself have enough work for now... but i wish to find a solution to the problem... and once i have a working .mesh, anybody will be able to use it with the usual 2:1 planet map found everywhere on the internet... some work will be needed mainly because texturing for planet are not like ship but who don't try have never any result
@ThoumsinYes, all Home editions have that limitation, always had. I've always used Professional editions, which aren't limited on Processors (still, I just have a single Proc machine)
I am using home on both my machines. My main is an intel i5 with 6 gigs of ram running win 7 HP 64. While my laptop is a core2 duo 4 gigs with vista HP 64. My meshes have ZERO errors in at least 4 different modeling programs. (3dsmax, lightwave, XSI, and deep exploration) i always export to X format so i can use the direct x model viewer (which also has its own validation, and mesh repair tools). Then it is imported into XSI. I see no mesh issues at all in XSI itself (I have been modeling for over 10 years. i think i would know what a mesh issue looks like). The errors occur during the conversion from XSI to .mesh.
Others have had similar mesh troubles using Mod Tool which is based off of XSI 7.5.
Yes it does kind of piss me off about the microshaft "home OS scam", but I didnt want this to turn into a "My OS is better than yours" debate. My OS's came pre-installed with the computers. I can not afford professional or ultimate right now. If i did i would just run XSI 6.0 in virtual XP, and we wouldnt even be having this discussion. I am trying to prove that convertXSI has trouble with meshes made with anything higher than XSI 6.0, and I NEED HELP to prove it. I need other people that have XSI 7.5+ to convert, and document any mesh errors they encounter, or to prove me wrong. That it is something i am, or am not doing that is causing this, but i am probably asking way too much. I will probably just have to figure it out myself like i have been doing for the past 4 years with this community, and people wonder why i quit SoA 2.
Sins is dated, and it is fading out faster than it should with the hardware, and software changes. Ironclad (not Stardock) has not posted ANYTHING since Diplomacy was released, and the hobby that was Sins modding is now turning into a chore (quite a painful one at that) with these obstacles. I almost regret upgrading now, but it wasnt a choice my old box blew up.
"IF" anyone wishes to help, please try to duplicate these issues, and tell us how you think they happened.
The errors i encounter from a perfectly good mesh according to 4 different modeling programs, and 2 different model viewer/converters, Using 2 different computers. Using xsi 7.5, Mod Tool, and Softimage 2011 with the exact SAME results in game.
1) Get weird lighting artifacts like one, or two polygons are brightly lit while the others remain dark no matter where the light source is facing. When i converted from XSI 6.0 i never had this kind of trouble.
2) And/or the mesh looks like all smoothing information has been wiped out. This is a tangent problem. Tangents were applied as per the modding documentation, Yet after conversion the tangent info disappeared. Again I NEVER encountered this issue when i converted from XSI 6.0.
3) Points (vertices), faces, and/or edges would "unweld" themselves on conversion no matter how many times i weld them in XSI. Leaving a nasty line, or seem on the mesh that is very noticeable in game (the old optimization project planets is a shining example of this). Yet again didnt have this kind of trouble with 6.0, or in all of my other programs (and the games that i import the models to) there are no issues like this at all. In 7.5+ the problem just keeps coming back, and on different areas of the model with each conversion. Results are same using 2 different computers.
4) Faces would "flip" on conversion. The mesh looks fine in the modeler, but in game the model would look like it is missing faces. The SoA 2 K'vort, and Excelsior are examples of this. I think this is an XSI issue with meshes made from other modeling programs. It is hard to see any errors like that in XSI, but someone with xsi experience is helping me out with this issue. It may not be a convertXsi issue.
This is Very frustrating. I would like to get back into modding sins, but if i cant even convert a simple mesh anymore what is the point..
@Major StressI didn't mean to be rude, nor did I say I wouldn't try to help, I just had other work to do this weekend (need to earn money as well)
As for your problems:
1.) I've had them too from time to time, though not since I use the route:
Cinema4D -> obj -> meshlab -> close polygon hole (just to check for holes, closing I do in cin4d if any problems exist) -> reorient all faces coherently -> Angle weighted vertext normals -> normalize vectors [faces, vertices] -> obj -> XSI 7.5 -> xsi -> convertxsi -> binary mesh
I'm using mostly cubic projection for tangents, correcting it where is has errors
2.) I've had that too once, though I don't know what caused this. XSI has a few problems with tangents, so I'm now creating the cubic projection and the tangent property right after importing the model into xsi
3.) I've never had that one and I've had some very complicated models for sins to convert, perhaps you can give me a model where this problem always occurs so I can verify
4.) Had that Problem on a few models at first, the reason is that a mesh is not closed, but looks like it. ie two vertices have identical position and are connected to different faces so the mesh is not closed at that point (I think you already know of such things, but that was the only time this problem occurred with any of the models I encountered)
If there is anything I can help you with you are most welcome. Just post a model and I will try to convert it.
EDIT: @Thoumsin - Your planet, how are the channels for planets? Just a diffuse, no bump, no da? (Or da for lights on dark side?)
Tobiwan if you have free time look at the SoA 2 Excelsior, and K'vort models (flipped faces). If you have an older version of TSOP the planets can use a look see.
Ill try your method though i do not have cinema 4d. I was a little frustrated in general. I didnt mean to take it out on you. I was just venting.
I understand completely - giving up so much free time just to be frustrated by insufficient tools and unresponsive developers makes one want to smash some heads sometimes
As for the models, can you post or pm me a link to the files in obj (or any other format other than mesh) and the textures? I'll download SoA to test when I'm home.
Ill send you the master meshes. PM me an e-mail address, and ill sens you the ones that are giving me the most problems (ALL of them are giving me a problem now, but ill send the worst of the bunch).
I pm'd you!
Pardon a newbie quesion, but how were you able to work on the meshes? I have been unable to find anything to convert .mesh files to .xsi files. I have found programs that can render/preview .mesh files - but, so far, I can't import them into XSI where I can actually work on them.
joecool, have you looked at myfist0's weeblie?, it might have the answrs you want.
harpo
I've read most of the weebly, and it has some really great stuff. But I havent found anything there about converting from .mesh to .xsi . There were some already converted models, but I was asking about how to convert them myself. Does ConvertXSI work in both directions?
[Tutorial WIP] Import Sins Models to XSI
I guess I should put that on the weebly as well
ConvertXSI does not work both ways. It only converts .xsi to .mesh. You will need 3ds Max. the maxtool mesh importer, and xsi to convert .mesh to .xsi (or any other format that 3dsmax can export). You will lose all tangent information, and the mesh nulls may be re-named automatically in 3dsmax using this method, but it is the ONLY way right now to import a .mesh file for use in other modelers.
The .mesh file MUST be in Binary format for Maxtool to work. It will not import a straight text file.
Tobiwan i will try to get the meshes to you this weekend.
@MajorStressThanks.
Check your PM and e-mail Tobiwan.
Guys my PM box was flooded with questions. I just want to let you know that i do not know "everything" about sins modding. I will answer what i can, but MyFist0 has some damn good tutorials listed that should answer most of your questions. You should check them out. They pretty much cover everything you need to know.
This forum has no search function, and his links sometimes disappear into oblivion. If Myfist0 would be so kind as to list them all here i can update the main topic with those links.
The SoaSE Project Weebly
Not all the links but it points everyone in the write direction. A couple tutorials are WIPs but I will start doing some more work on them.
I might have put it all together but only with the help of a lot of forum members. Check the thank yous at the bottom, the name should link to the original articles, some long lost in oblivion.
Thanks myfist0, bookmarked the link.
@Major StressGot your files, will take a look at them!
@Major Stress
First look at the Kvort, and found a major problem
An edge is shared by more than two polygons. While 3d programs take mostly no issue, the xsiconvert.exe cannot handle this. Will try to correct it, but this is not easy (had the same problem with the first version of my Excalibur B5 Ship)
Yea, there is a lot of that in the third party models (meshes not built by myself). Which is why i wanted to rebuild, or at least re-uvmap them all, but never had any free time to do so. That explains the flipped faces issue. What about the bad tangents, or auto "unwelding"?
I will look into this once I've corrected this issue. Bad tangents could be a result of that issue, but the auto "unwelding" - what do you mean by this?
After another look at the Kvort I must say there is no hope for this model without a major rebuild. There are an uncountable number of polygon holes in this model so it is much easier to rebuild this model from scratch than to ever get the current version ingame without a problem. I'd love to correct it, but after thorough investigation, one would have to correct almost every aspect of it to make it conversion save.
As for the excelsior, it has no problem with edges sharing more than two polygons, but it has 64 polygon holes. When a model has a polygon hole the convertxsi struggles 90 percent of the time to get the conversion right.
It is never a good idea to try to save a few polygons and just leave meshes open. it might look closed (because the holes are hidden on the inside) but it is not, and to a game engine, it doesn't matter where the mesh is not closed.
The NegVar and the Vodleh have the same problems as the Kvort
I must say as far as I can tell, the problem lies not with ConvertXSI or XSIModTool 7.5 but with the models and how they were built. Some of them will be easier to correct, others won't, but from my perspective, as long as your texturer is willing to do the job again, it would be easier to remake the models and to try to leave no hole in the mesh or create it in a way that a polygon edge is used up by more than two polygons. Sorry to bring the bad news, but I hope it did help.
i am a n00b at modeling and not sure if this will help but here is How to Cap Holes for XSI.
I am also having a problem with an Eve model you might point me in the write direction. All error from this model.
1- Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/String/StringConvert.cpp(113)
nResult != 0
2- Failed to Clean Mesh: C:\Users\myfist0\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011\Test\Mesh\CapitalShip_TechBattleship.meshD3DXValidIndices: A point(4197) was found more than once in triangle 4241D3DXValidIndices: A point(4197) was found more than once in triangle 4242D3DXValidIndices: A point(4212) was found more than once in triangle 4247D3DXValidIndices: A point(4197) was found more than once in triangle 4251D3DXValidIndices: A point(4212) was found more than once in triangle 4252D3DXValidIndices: A point(4190) was found more than once in triangle 4265D3DXValidIndices: A point(4197) was found more than once in triangle 4266D3DXValidIndices: A point(4190) was found more than once in triangle 4286D3DXValidIndices: A point(4271) was found more than once in triangle 4363D3DXValidIndices: A point(4271) was found more than once in triangle 4661D3DXValidIndices: A point(4502) was found more than once in triangle 4782D3DXValidIndices: A point(4502) was found more than once in triangle 4783D3DXValidIndices: A point(4517) was found more than once in triangle 4788D3DXValidIndices: A point(4502) was found more than once in t
3- Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/Render/Mesh/Mesh.cpp(1030)
DirectXAssert: [!FAILED(dxVerifyHR)]Context: D3DXValidMesh( pMesh, pAdjacency, & pErrorBuffer)HR: (D3DXERR_INVALIDMESH)-Invalid mesh
Can build and use in-game with no problem after skipping errors.
Your model was not once but twice in the same file, overlaying each other. and there was an edge used by more than 2 polygons. I corrected those. Still, if you experience lighning issues, that might be because of the holes in your model (using just polygons that do not enclose space without a hole might be rendered incorrectly) but it might work. I couldn't verify the model in XSI (I'm going to sleep now, work is waiting for me tomorrow) but I append the model as obj below, you might try to bring this version ingame and please give me feedback on how it went. Also, the model is now a bit over 7k polygons instead of 14k (halved exactly).
And please control the UV layout, as my 3d Program isn't used to the way you arranged it (Cin4D has it's limitations )
http://www.filefront.com/17577870/Battleship_AmmarApocalypse.rar
And please tell me how you do the textureing the way you do. Are you using two textures on the same mesh?
Cheers and good night
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